import glCore from 'pixi-gl-core'; import createIndicesForQuads from '../../../utils/createIndicesForQuads'; /** * Helper class to create a quad * * @class * @memberof PIXI */ export default class Quad { /** * @param {WebGLRenderingContext} gl - The gl context for this quad to use. * @param {object} state - TODO: Description */ constructor(gl, state) { /** * the current WebGL drawing context * * @member {WebGLRenderingContext} */ this.gl = gl; /** * An array of vertices * * @member {Float32Array} */ this.vertices = new Float32Array([ -1, -1, 1, -1, 1, 1, -1, 1, ]); /** * The Uvs of the quad * * @member {Float32Array} */ this.uvs = new Float32Array([ 0, 0, 1, 0, 1, 1, 0, 1, ]); this.interleaved = new Float32Array(8 * 2); for (let i = 0; i < 4; i++) { this.interleaved[i * 4] = this.vertices[(i * 2)]; this.interleaved[(i * 4) + 1] = this.vertices[(i * 2) + 1]; this.interleaved[(i * 4) + 2] = this.uvs[i * 2]; this.interleaved[(i * 4) + 3] = this.uvs[(i * 2) + 1]; } /** * An array containing the indices of the vertices * * @member {Uint16Array} */ this.indices = createIndicesForQuads(1); /** * The vertex buffer * * @member {glCore.GLBuffer} */ this.vertexBuffer = glCore.GLBuffer.createVertexBuffer(gl, this.interleaved, gl.STATIC_DRAW); /** * The index buffer * * @member {glCore.GLBuffer} */ this.indexBuffer = glCore.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); /** * The vertex array object * * @member {glCore.VertexArrayObject} */ this.vao = new glCore.VertexArrayObject(gl, state); } /** * Initialises the vaos and uses the shader. * * @param {PIXI.Shader} shader - the shader to use */ initVao(shader) { this.vao.clear() .addIndex(this.indexBuffer) .addAttribute(this.vertexBuffer, shader.attributes.aVertexPosition, this.gl.FLOAT, false, 4 * 4, 0) .addAttribute(this.vertexBuffer, shader.attributes.aTextureCoord, this.gl.FLOAT, false, 4 * 4, 2 * 4); } /** * Maps two Rectangle to the quad. * * @param {PIXI.Rectangle} targetTextureFrame - the first rectangle * @param {PIXI.Rectangle} destinationFrame - the second rectangle * @return {PIXI.Quad} Returns itself. */ map(targetTextureFrame, destinationFrame) { let x = 0; // destinationFrame.x / targetTextureFrame.width; let y = 0; // destinationFrame.y / targetTextureFrame.height; this.uvs[0] = x; this.uvs[1] = y; this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width); this.uvs[3] = y; this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width); this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height); this.uvs[6] = x; this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height); x = destinationFrame.x; y = destinationFrame.y; this.vertices[0] = x; this.vertices[1] = y; this.vertices[2] = x + destinationFrame.width; this.vertices[3] = y; this.vertices[4] = x + destinationFrame.width; this.vertices[5] = y + destinationFrame.height; this.vertices[6] = x; this.vertices[7] = y + destinationFrame.height; return this; } /** * Binds the buffer and uploads the data * * @return {PIXI.Quad} Returns itself. */ upload() { for (let i = 0; i < 4; i++) { this.interleaved[i * 4] = this.vertices[(i * 2)]; this.interleaved[(i * 4) + 1] = this.vertices[(i * 2) + 1]; this.interleaved[(i * 4) + 2] = this.uvs[i * 2]; this.interleaved[(i * 4) + 3] = this.uvs[(i * 2) + 1]; } this.vertexBuffer.upload(this.interleaved); return this; } /** * Removes this quad from WebGL */ destroy() { const gl = this.gl; gl.deleteBuffer(this.vertexBuffer); gl.deleteBuffer(this.indexBuffer); } }